philip lelyveld The world of entertainment technology


If 5G Is So Important, Why Isn’t It Secure?

Worse than ignoring the warnings, the Trump administration has repealed existing protections. Shortly after taking office, the Trump F.C.C. removed a requirement imposed by the Obama F.C.C. that the 5G technical standard must be designed from the outset to withstand cyberattacks. For the first time in history, cybersecurity was being required as a forethought in the design of a new network standard — until the Trump F.C.C. repealed it. The Trump F.C.C. also canceled a formal inquiry seeking input from the country’s best technical minds about 5G security, retracted an Obama-era F.C.C. white paper about reducing cyberthreats, and questioned whether the agency had any responsibility for the cybersecurity of the networks they are entrusted with overseeing.

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Tom Wheeler, the chairman of the Federal Communications Commission from 2013 to 2017, is a visiting fellow at the Brookings Institution and a fellow at the Harvard Kennedy School.


Google Debuts Deep Planning Network Agent with DeepMind

Google unveiled the Deep Planning Network (PlaNet) agent, created in collaboration with DeepMind, to provide reinforcement learning via images. Reinforcement learning uses rewards to improve AI agents’ decision-making. Whereas model-free techniques work by getting agents to predict actions from observations, agents created with model-based reinforcement learning come up with a general model of the environment leveraged for decision-making. In unfamiliar surroundings, however, agents must create rules from experience.

More specifically, PlaNet “leverages a latent dynamics model — a model that predicts the latent state forward, and which produces an image and reward at each step from the corresponding latent state — to gain an understanding of abstract representations such as the velocities of objects.”

Predictive image generation is the means whereby the PlaNet agent learns, a quick process that, “in the compact latent state space … only needs to project future rewards, not images, to evaluate an action sequence.” Hafner noted that, rather than a policy network, PlaNet “chooses actions based on planning.”

“For example,” he said, “the agent can imagine how the position of a ball and its distance to the goal will change for certain actions, without having to visualize the scenario. This allows us to compare 10,000 imagined action sequences with a large batch size every time the agent chooses an action. We then execute the first action of the best sequence found and replan at the next step.”

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Highlights & transcript from Zuckerberg’s 20K-word ethics talk

“What I’m saying is on the data use, I don’t believe that that’s something that people should buy. I think the data principles that we have need to be uniformly available to everyone. That to me is a really important principle” Zuckerberg expands. “It’s, like, maybe you could have a conversation about whether you should be able to pay and not see ads. That doesn’t feel like a moral question to me. But the question of whether you can pay to have different privacy controls feels wrong.”

Research suggests users don’t want the inconvenience of getting logged out of all their Facebook Connected services, though, they’d like to hide certain data from the company.

Of all the apologies, promises, and predictions Zuckerberg has made recently, this pledge might instill the most confidence. While some might think of Zuckerberg as a data tyrant out to absorb and exploit as much of our personal info as possible, there are at least lines he’s not willing to cross. Facebook could try to charge you for privacy, but it won’t. And given Facebook’s dominance in social networking and messaging plus Zuckerberg’s voting control of the company, a greedier man could make the internet much worse.

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LA Kings Launch Augmented Reality and Blockchain Authentication App

The LA Kings have launched the first Augmented Reality (AR) Blockchain authentication platform in the world, specifically developed to help secure professional sports merchandise and memorabilia.

The Kings launched the AR Authentication App, in partnership with Pro Exp Media Inc., to make it easy for customers to ensure that the items they purchase are authentic.

cutOnce authenticated, customers will still receive a hard-copy Certificate of Authenticity (COA) even while using the app.

The app, which was recently featured on Fox Business Network's Varney and Co., is capable of discerning an authentic piece of registered game-used merchandise versus a non-authentic or unregistered (stolen) piece of game-used merchandise by utilizing AR technology and Blockchain technology.

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University of New Haven Researchers Discover Critical Vulnerabilities in Popular Virtual Reality Application

Using Bigscreen, a popular virtual reality application, researchers at the University of New Haven were able to listen to users' conversations and access their computers without their knowledge

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BAM Digital Exhibit Returns With ‘Virtual Reality Storytelling’

2018_bam_teknopolis_pc_rebecca_greenfield-1550700355-7634An interactive digital arts showcase at the Brooklyn Academy of Music will return this weekend with new additions that will let families step into the latest innovations in technology — literally.

The new two-hour timed-entry sessions will take place on the upper levels of the BAM Fisher building, located at 321 Ashland Place. Participants who sign up for the virtual reality options will also have access to the lower-level installations, such as a program that uses tracking and animated graphics to create a "living mask" based on the user's facial movements or an audiovisual concert created by shadow play.

The virtual reality contemporary dance exhibit, called The Hillman Studio, lets users inhabit full-body avatars that interact and communicate physically with each other in various performance landscapes.

Tickets for the regular exhibit are $16 for children ages 6 through 14 and $21 for adults. The TeknopolisTM + VR $35 for youth ages 9 through 14 and $45 for adults.

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Social VR App vTime Opens a Window to Augmented Reality Users with iOS & Android App

giphy-19Battle tested for years in the realm of virtual reality, vTime is finally bringing its immersive social chat experience into AR.

In order to wrap your head around this idea, first it's important to explain what vTime is. For the last few years, vTime has allowed VR users to meet each other in VR using avatar bodies via headsets like the Oculus Rift, Samsung Gear VR, Oculus Go, Google Daydream, and Windows Mixed Reality headsets.

Also, the VR app doesn't just allow you to meet other people (well, their avatars) in VR, but you can all move to different environments and rooms while talking (on a beach, on a mountain top, around a campfire, or on a moving train), which makes the VR experience feel a lot more immersive and not unlike using a Star Trektransporter to hold meetings in various virtual places.

Now, the new AR Mode in the vTime mobile app for iOS and Android devices supporting ARKit and ARCore allows users to interact with social VR users without the need of a VR or AR headset. This new dynamic, which was teased about a year ago, opens vTime's hidden VR world up to AR users who prefer to keep one foot in the real world while engaging other vTime users.

Like many ARKit and ARCore apps, the process starts by using your smartphone to scan for a nearby surface. After you've established a surface scan, you place the virtual environment in your real world space and either monitor or engage various vTime virtual chat sessions.

The app is free and only requires the creation of a user account.

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Global Augmented and Virtual Reality Market Will Reach USD 814.7 Billion By 2025: Zion Market Research

Zion Market Research has published a new report titled “Augmented and Virtual Reality Market by Device (Head-Mounted Display (HMD), Handheld Device, Head-Up Display (HUD), Projector and Display Wall, Gesture-Tracking Device, and Others), by Offering (Hardware and Software), by Application (Consumer, Commercial, Enterprise, and Others), and by Vertical (Entertainment & Media, Gaming, Healthcare, Aerospace & Defense, Manufacturing, Retail, Education, and Others): Global Industry Perspective, Comprehensive Analysis, and Forecast, 2018–2025’’. According to the report, the global augmented and virtual reality market was valued at around USD 26.7 billion in 2018 and is expected to reach approximately USD 814.7 billion by 2025, at a CAGR of 63.01% between 2019 and 2025.

Request Free Sample Report of Global Augmented and Virtual Reality Market Report @

AR and VR hold high importance in the media and entertainment industry as it is utilized for numerous applications and has created a revolution. Over the last several years, AR and VR have become a necessity for the film making industry. Many players of the media and entertainment industry, be it Hollywood or any other film industry, are rapidly adopting AR and VR. In the last three to five years, the evolution of VR and AR production has been rapid globally. The entertainment and media industry is anticipated to account for more than USD 2,201 billion by 2020. The growing demand for AR and VR is anticipated to fuel the augmented and virtual reality market over the forecast time period. With rising technological advancements and increasing demand for AR and VR in the film sector, the media and entertainment industry is facing the threat of shortage in the availability of skilled artists. Another factor that may hamper this market’s growth is the requirement of huge capital investment for the development of AR and VR devices. Moreover, the growing demand for new technology across the smart manufacturing industry is estimated to create new opportunities for the global augmented and virtual reality market over the forecast timeframe.

The global augmented and virtual reality market is segmented based on device, offering, application, and vertical. The device segment includes a head-mounted display (HMD), handheld device, head-up display (HUD), projector, and display wall, gesture-tracking device, and others. The offering segment is classified into hardware and software. The hardware segment is further classified into semiconductor offerings, position trackers, displays and projectors, cameras, sensors, and others. The software segment further includes cloud-based software, software development kits, VR content creation, and AR software functions. By application, the market is classified into consumer, commercial, enterprise, and others. The consumer application segment is projected to hold a substantial market share over the estimated timeline. By vertical, the market includes entertainment and media, gaming, healthcare, aerospace and defense, manufacturing, retail, education, and others.

This report segments the global augmented and virtual reality market into:

Augmented and Virtual Reality Market: Device Analysis

  • Head-Mounted Display (HMD)
  • Handheld Device
  • Head-Up Display (HUD)
  • Projector and Display Wall
  • Gesture-Tracking Device
  • Others

Augmented and Virtual Reality Market: Offering Analysis

  • Hardware
    • Semiconductor Components
    • Position Trackers
    • Displays and Projectors
    • Cameras
    • Sensors
    • Others
  • Software
    • Cloud-Based Services
    • Software Development Kits
    • VR Content Creation
    • AR Software Functions

Augmented and Virtual Reality Market: Application Analysis

  • Consumer
  • Commercial
  • Enterprise
  • Others

Augmented and Virtual Reality Market: Vertical Analysis

  • Entertainment and Media
  • Gaming
  • Healthcare
  • Aerospace and Defense
  • Manufacturing
  • Retail
  • Education
  • Others

Augmented and Virtual Reality Market: Regional Analysis

  • North America
    • The U.S.
  • Europe
    • UK
    • France
    • Germany
  • Asia Pacific
    • China
    • Japan
    • India
  • Latin America
    • Brazil
  • The Middle East and Africa

Zuckerberg to meet UK minister after damning ‘digital gangsters’ report

997221408.jpg.0BBC News reports that Wright will have just 30 minutes to talk with Zuckerberg. However, he should be able to hold the CEO’s attention given that the UK is currently preparing new regulations that will make online platforms more responsible for the content published on their sites and apps. Wright said as much in his press statement, noting that “the era of self-regulation is coming to an end.”

The UK is expected to announce its new regulatory framework in the coming weeks. Reports suggest that the framework won’t make platforms as liable for content as traditional publishers, but that there will be new restrictions, as well as a possible independent regulator and mandatory code of ethics.

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AI safety research needs social scientists to ensure AI succeeds when humans are involved. That’s the crux of the argument advanced in a new paperpublished by researchers at OpenAI (“AI Safety Needs Social Scientists“), a San Francisco-based nonprofit backed by tech luminaries Reid Hoffman and Peter Thiel.

“Most AI safety researchers are focused on machine learning, which we do not believe is sufficient background to carry out these experiments,” the paper’s authors wrote. “To fill the gap, we need social scientists with experience in human cognition, behavior, and ethics, and in the careful design of rigorous experiments.”

They believe that “close collaborations” between these scientists and machine learning researchers are essential to improving “AI alignment” — the task of ensuring AI systems reliably perform as intended. And they suggest these collaborations take the form of experiments involving people playing the role of AI agents.

In one scenario illustrated in the paper — a “debate” approach to AI alignment — two human debaters argue whatever questions they like while a judge observes; all three participants establish best practices, such as affording one party ample time to make their case before the other responds. The learnings are then applied to an AI debate in which two machines parry rhetorical blows.

Toward that end, OpenAI researchers recently organized a workshop at Stanford University’s Center for Advanced Study in the Behavioral Sciences (CASBS), and OpenAI says it plans to hire social scientists to work on the problem full time.

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